I tried to make a jailbreak map, ba_hilly, and I managed to make an area of cells. I put a box around it so I could compile it and see what I had so far, but I got this strange error:
Could not locate 'GameData' key in c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrikegameinfo.txt
I do not know how to solve this problem. Also, if that may not be the case, here is the entire compile log:
[quote]
** Executing...
** Command: "c:program files (x86)steamsteamappsdimbarksourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrike" "C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
4 threads
materialPath: c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrikematerials
Loading C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.vmf
Could not locate 'GameData' key in c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrikegameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (78686 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 89 texinfos to 31
Reduced 11 texdatas to 10 (268 bytes to 241)
Writing C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.bsp
0 seconds elapsed
** Executing...
** Command: "c:program files (x86)steamsteamappsdimbarksourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrike" "C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly"
Valve Software - vvis.exe (Apr 26 2012)
4 threads
reading c:program files (x86)steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.bsp
reading c:program files (x86)steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.prt
342 portalclusters
799 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 577 visible clusters (1.63%)
Total clusters visible: 35309
Average clusters visible: 103
Building PAS...
Average clusters audible: 335
visdatasize:30161 compressed from 32832
writing c:program files (x86)steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.bsp
1 second elapsed
** Executing...
** Command: "c:program files (x86)steamsteamappsdimbarksourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrike" "C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly"
Valve Software - vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:program files (x86)steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.bsp
Setting up ray-trace acceleration structure... Done (1.06 seconds)
739 faces
55811 square feet [8036864.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
739 patches before subdivision
7141 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 466413, max 326
transfer lists: 3.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(27836, 27241, 22049)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6531, 6054, 4194)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1490, 1309, 787)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(347, 291, 152)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(81, 65, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(19, 15, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0039 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------ models 19/1024 912/49152 ( 1.9%)
brushes 216/8192 2592/98304 ( 2.6%)
brushsides 1296/65536 10368/524288 ( 2.0%)
planes 246/65536 4920/1310720 ( 0.4%)
vertexes 1542/65536 18504/786432 ( 2.4%)
nodes 689/65536 22048/2097152 ( 1.1%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 739/65536 41384/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 333/65536 18648/3670016 ( 0.5%)
leaves 709/65536 22688/2097152 ( 1.1%)
leaffaces 996/65536 1992/131072 ( 1.5%)
leafbrushes 360/65536 720/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4888/512000 19552/2048000 ( 1.0%)
edges 3106/256000 12424/1024000 ( 1.2%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 774/65536 1548/131072 ( 1.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 413176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 30161/16777216 ( 0.2%)
entdata [variable] 78128/393216 (19.9%)
LDR ambient table 709/65536 2836/262144 ( 1.1%)
HDR ambient table 709/65536 2836/262144 ( 1.1%)
LDR leaf ambient 2506/65536 70168/1835008 ( 3.8%)
HDR leaf ambient 709/65536 19852/1835008 ( 1.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/9808 ( 0.0%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 78686/4194304 ( 1.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2078
Writing c:program files (x86)steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.bsp
7 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program Files (x86)Steamsteamappsdimbarksourcesdk_contentcstrikemapsrcba_hilly.bsp" "c:program files (x86)steamsteamappsdimbarkcounter-strike sourcecstrikemapsba_hilly.bsp"[/quote]